Hey everyone, I thought I would share my opinions on PAC-MAN and his progression as a character if he is to continue to be viable in the meta. Being a talented solo PAC-MAN main, I have thought about this for a while now, and I think it's time I can coherently share these thoughts.
PAC-MAN as a character in Smash 4 has been characterized as a zoning/defensive character. From what I have seen, commonly PAC-MAN players have begun to heavily rely on Bonus Fruit as their neutral and kill game. As time goes on, I feel like Bonus Fruit cannot become as big a crutch as players have made it. It is still a
very important move, but I feel that the usage of the move will need to be changed in such a way that it can become "safer". What do I mean by this? I mean safer in the sense that fruit can be caught
very easily by the opponent. Be it from an air dodge of shield a dash attack or just timing a catch with the attack button, the reality of the move is that it can be backfiring. More and more people are learning how to do this, and I feel that PAC-MAN players need to challenge themselves in this situation so they will know what to do in order to counter/prevent this kind of scene from happening. Here are my proposals:
1. Use the last 3 fruits as your primary Bonus Fruit usage.
Galboss, Bell and Key. In my opinion, I think these are the essential fruits to use. Galboss is amazing in neutral and stacking percent (it can even be used in kill combos and mindgames with side B). Galboss is also very easy for us to catch without being punished for it. Thrown Galaxian (Thrown as in caught from the initial throw) is my favorite fruit for neutral, as it can lead into several strings that work at low percents. In fact, I think I'll post my entire list of combos I made when labbing thrown Galboss a few months ago. They're a little messy but the point is that there are a lot of potential combos.
MOST COMBOS WILL PROBABLY WORK ON FAT/HEAVIES
0%
thrown galaxian - nair -galaxian 28
thrown galaxian - fair- footstool hydrant- galaxian- uair(fair can not reach because of character animation) -42
thrown galaxian - fair - galaxian bair NOT GUARANTEED ON MIDWEIGHTS, prob lightweights too - 38
MIDWEIGHT- thrown galaxian, nair, trampoline/grab? (if shielded)
20% on luigi
thrown galaxian fair galaxian rising bair -bair
NOT guaranteed in bewtween fair and galaxian #2 (ONLY GUARANTEED WHEN SPACED)
40% on midweight-heavy
thrown galaxian - fair - galaxian- nair (hits to right) galaxian - 43
thrown glaxian - fair - galaxian- rising bair - 35
thrown galaxian - fair footstool - galxian - hydrant drop - 32
thrown galaxian - fair - galaxian- uair
60
thrown galaxian nair galxian galaxian (?)(46)
thrown galaxian fair galaxian 23
thrown galaxian uair galaxian rising fair galaxian galaxian (47)
thrown galaxian fair galaxian nair 33
thrown galaxian - usmash - galaxian 32
thrown galaxian fair galaxian rising bair 35 (on sonic at 50)
80%
thrown galaxian (up close) uair- rising uair (mid or if galaxian doesn’t hit) - 29%
thrown galaxian- galxian- uair -rising uair
thrown galaxian - galaxian uair rising bair (close) (?)
(on sonic) thrown galxian double jump fair fair galaxian 28
(ON SONIC) thrown galax double jump fair fair 19
for midweights galaxian combos stop at 90%
With good combos of all shapes and sizes coming from a thrown Galboss (By the way which I must mention is probably one of the best OOS options PAC-MAN has) it is my pick for best fruit in the neutral.
Bell is a great fruit in the fact that it can be used for so many options. It can be used at low percents to lead into grab (which could potentially lead into jab locks), get good chunks of damage mid percent of fair to z drop bell off hitstun, it's z-drop hitbox is huge, making it ideal to use with hydrant launching (z-dropped bell can also be used at ledge to lead into side b kill as early as 70%!!) and, in conjunction with Power Pellet, can be a very good kill option that is reliable and safe (compared to kill options such as Blinky, Key or Back throw which can be DI'd at even high percents) If you get a hit of a bell stun on an opponent near the ledge at even percents like 70, the knockback the bell has with a coordinated Power Pellet can lead to very early kills. This is amazing. Bell is also my go-to fruit against characters like Mario and Fox, that have reflectors, and reflected bell is a fruit that can lead to no punish if reflected because of the angle. Bell to fair-footstool bell Blinky is a guaranteed kill combo at around 90-100 percent.
Key. The "strongest" Bonus Fruit. Key is probably our most important fruit because of the utilities it has. It can be used in neutral, as a punish tool, as an edgeguard, and as a kill option. Dropped hydrant to key is guaranteed at pretty much 0-80 depending on the height in which you dropped the hydrant. This can transform dropped hydrant edgeguards into a deadly combo. Key is also guaranteed at mid percents off dash attack, and can lead to very early kills because of it. Fair into Key is a tech-dependant kill option at around 110-120 depending on the opponents weight. I tend to use key as a kill options if my bell setups fail in the 70-100% range. Key is also important in one of PAC-MAN's hardest matchups, Mario, where it can be a strong punish for whenever Mario whiffs a cape or does fireball. Key is also pretty difficult to catch, and the opponent's commitment to trying to catch the key can allow for a spot of vulnerability. Overall, Key can be safe, reliable, and trusty compared to some of the weird properties and patterns the other fruit have.
2. Use Bonus Fruit as a bait and punish tool
I've described how easy it can be for the opponent to catch Bonus Fruit, and that it can possibly screw up the flow of PAC-MAN if not dealt with or countered properly. If you identify the opponent tries to catch every single fruit you throw at them, use this as a bait and punish tool. Remember, when they are holding any Bonus Fruit, they are restricted to throwing the fruit, shielding, rolling, spotdodging, and special moves, and jumping. This means that they are in a state of weakness, and now it's time for PAC-MAN to put on pressure. Whether it be aerial pressure, getting the opponent out of shield with Up-B or even grabbing, if you punish them for holding the fruit, it may make them think twice about doing it again, if they get a good chunk of percent on them. Also, remember that z dropped fruit from the opponent can be caught by us as easy as they can. If they z drop the fruit, use air dodge or a well timed aerial to grab it back. You can choose whatever to do with it then. Don't be scared if they catch a Key. remember, Key doesn't kill PAC-MAN until about 115-120 near the ledge. Don't respect them, and don't respect the Key. if you get hit by it, just rub it off. It won't be as bad as you might think it would be.
With my proposals on Bonus Fruit out of the way, my second part of my opinion on PAC-MAN's growth in the meta is based on not using Bonus Fruit as a primary option. As stated before, Bonus Fruit is a move that can be countered easily, and more and more people are implementing this in their anti-PAC-MAN playstyle. Relying less on Bonus Fruit is something that must be mastered. What does this mean exactly? Well, I'd like to think of it as
making PAC-MAN's playstyle much more aggressive. PAC-MAN's aerials and tilts have good frame data. Nair has 3, Fair has 5, Bair and Uair have 9. PAC-MAN's Ftilt is actually one of the fastest in the game, being 5 frames or 4 when tilted up or down. PAC-MAN's utilt and dtilt come out on frame 7, and utilt, in my opinion, is one of PAC-MAN's most underrated moves. Utilt has a huge disjoint, and the hitbox is actually the red slash PAC-MAN makes when he does it. Utilt can combo into itself, then at mid percents (40-50) it can true combo into nair, then about 60-70% it can combo into Uair-uair-upb. Or, depending on DI or the direction in which you hit with Uair, Bair, Nair or Fair.
Using these aerials and tilts prominently I feel is very important for PAC-MAN. Most of the tilts and aerials can be used for anti-air or punishes, and are reliable ways of racking %. Side-B, Power Pellet, I feel will be our go-to kill option. I stated before it has amazing killing potential, and not only that, it can true combo off Z dropped fruit, or the stun from a bell. Unlike PAC-MAN's other kill options, which are Bonus Fruit and slow smashes, Side B is a very versatile and powerful tool that if utilized properly can make PAC-MAN's killing options not only reliable, but also very early based off reads and setups.
As a skilled and dedicated PAC-MAN main, I have been able to tell myself our character has weaknesses and is not the best pick for winning at this game compared to some of the objectively better characters. But, what fuels my success with PAC-MAN is the passion I have for him. The willing to learn and experiment but to also stick to the end with him. These are my thoughts on what PAC-MAN must do to counter-adapt to the developing meta. PAC-MAN cannot play quiet and reserved like he was able to get away with before. Now more utility on using Bonus Fruit and mastering usage of aerials and tilts will be important for PAC-MAN in order to grow. Hopefully I've been able to give a perspective on improvement, but also inspiration for our character to grow and become even better. These are my opinions, but hopefully I've convinced you all I know a little more than usual about our yellow ghost-gobbler.
Thanks all for reading, here's to PAC-MAN.